Evaluation of Educational Games for Japanese Language Learning: A proposal based on heuristics

  • Fábio Phillip Rocha Marques UFRN
  • Leonardo Cunha de Miranda UFRN

Abstract


The evaluation of Computer-Assisted Language Learning (CALL) tools can be carried out from the perspective of different aspects, and there’s still no proposal from the literature for the evaluation of CALL games from the perspective of an optimal experience. Therefore, this work proposes a set of 32 heuristics for the evaluation of educational games for Japanese Language Learning (JCALL). Furthermore, the heuristics are applied in the evaluation of a JCALL educational game in order to verify their usefulness. Findings show the heuristics provide qualified support in the evaluation, and can be applied in the redesign of JCALL educational games, in order to optimize optimal player experience.

Keywords: CALL, JCALL, japanese

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Published
2022-10-24
MARQUES, Fábio Phillip Rocha; MIRANDA, Leonardo Cunha de. Evaluation of Educational Games for Japanese Language Learning: A proposal based on heuristics. In: EDUCATION TRACK – FULL PAPERS - BRAZILIAN SYMPOSIUM ON COMPUTER GAMES AND DIGITAL ENTERTAINMENT (SBGAMES), 21. , 2022, Natal/RN. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2022 . p. 1009-1018. DOI: https://doi.org/10.5753/sbgames_estendido.2022.226124.